2021
DOI: 10.24115/s2446-6220202173c1647p.471-476
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The information and communication technologies in the learning process of students in the context of cognitive development

Abstract: The main purpose of the research is to analyze information and communication technologies in the process of teaching students in the context of cognitive development. Every year the issue of ensuring an appropriate level of information services for the educational process becomes more and more urgent. Expanding the influence of information and communication technologies on the learning system is an ongoing and ongoing process. Information and communication technologies are a set of methods, tools and technique… Show more

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“…As an example, we will cite such features of teaching using multimedia as showing video materials in English (documentaries and films), listening to English-language audio files (reports, interviews, songs), and using interactive computerized games to improve the memorization of the information received and check the formed English-speaking sociocultural knowledge of students. (Hernández, Sanchez, Zarate, Medina, Loli & Arevalo, 2019;Darovanets & Mishkoi, 2021;Kozlovskiy, et. al., 2021).…”
Section: Rbecmentioning
confidence: 99%
“…As an example, we will cite such features of teaching using multimedia as showing video materials in English (documentaries and films), listening to English-language audio files (reports, interviews, songs), and using interactive computerized games to improve the memorization of the information received and check the formed English-speaking sociocultural knowledge of students. (Hernández, Sanchez, Zarate, Medina, Loli & Arevalo, 2019;Darovanets & Mishkoi, 2021;Kozlovskiy, et. al., 2021).…”
Section: Rbecmentioning
confidence: 99%
“…First, from the cognitive domain viewpoint, cognitive development can be seen as the resource allocation of the knowledge development process (Lu et al, 2020;Yafie et al, 2020). In the second phase (psychomotor domain), a heavy cognitive load may negatively affect learning performance because individuals cannot handle the complexity and the infinity of the abundant information at once as an input (Kozlovskiy et al, 2021). In the third phase (affective domain), the successful implementation experience of STEAM activity in the second phase would increase the positive attitude and enhance the motivation towards continuous learning intention in the fourth phase.…”
Section: Introductionmentioning
confidence: 99%